#Locking child part when animating?

4 messages · Page 1 of 1 (latest)

solid prism
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More of a general question, but when I move or rotate a part in the animator, all the children of that part move with it. This is good most of the time, but when I select something very close to the origin it ends up moving all or most of the model, which can be annoying when creating certain animations. I was wondering if there was some way I could select certain parts to be excluded from being altered along with their parents, that way I wouldn't need to manually create several keyframes doing the inverse of the movement I just did to get the child parts to stay where they were.

Images for example. First we have a model where we've selected the centermost part
Second when we rotate that part, everything moves, this causes the feet to lift off the ground, which looks wrong
Third, what I want to happen, the feet have the inverse rotation applied to them after the parent rotates, keeping them flat with the ground (done here by just manually putting a keyframe with the negative rotation in.)

grand thornBOT
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foggy root
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Sadly that's how you animate on Forward Kinematics, the best practice always is to start animating your most hierarchical parent at the top, and go downwards on your children.
Think as negating the movement of the main body is part of the body keyframing, but on all of it's children, once you do those steps, you can keep animating the "static" head and feet as you'd normally would.

solid prism